Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
but not for heroes with its interesting and complex battles
Why?
Why are there so many videos and guides on clearing out castles, crypts, etc. for the third game? But I don't know if there's anything similar for the fifth game?
The fifth game is less deterministic in this regard, and that's a good thing. The ability to create a guide that, when followed, guarantees victory in a particular map is a drawback. You just repeat it and get success. But it's not clear how the initiative scale is to blame here... The system of the third or seventh game is just a degenerate case where all creatures have the same initiative (with an accuracy of a small number that determines the turn order, but does not allow creatures to "mix" on the scale).
And in general, why didn't such a "brilliant" scale catch on in the 6th and 7th parts?
The transition of features from one part to another is not very well correlated with how good these features are (although it is correlated).
In short, if you don't like to calculate and you like to play "for fun" (or just for fun), then of course, the ATB scale is the best, it immediately shows who goes after whom, you don't have to calculate or memorize anything... it's casual.
So, is the problem with the fifth game's system its non-determinism, or, on the contrary, its excessive determinism? I don't understand... And what can you calculate in the classic turn-based system, a creature's double turn after waiting? :D